Merge branch 'master' into careminster-presence-refactor
commit
42c22f41dd
|
@ -451,22 +451,33 @@ namespace OpenSim.Framework
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/// 0x80 bit set then we assume this is an append
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/// operation otherwise we replace whatever is
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/// currently attached at the attachpoint
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/// return true if something actually changed
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/// </summary>
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public void SetAttachment(int attachpoint, UUID item, UUID asset)
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public bool SetAttachment(int attachpoint, UUID item, UUID asset)
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{
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if (attachpoint == 0)
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return;
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return false;
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if (item == UUID.Zero)
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{
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lock (m_attachments)
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{
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if (m_attachments.ContainsKey(attachpoint))
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{
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m_attachments.Remove(attachpoint);
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return;
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return true;
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}
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return false;
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}
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}
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// check if the item is already attached at this point
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if (GetAttachpoint(item) == (attachpoint & 0x7F))
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{
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// m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item);
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return false;
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}
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// check if this is an append or a replace, 0x80 marks it as an append
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if ((attachpoint & 0x80) > 0)
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{
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@ -478,6 +489,7 @@ namespace OpenSim.Framework
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{
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ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset));
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}
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return true;
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}
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public int GetAttachpoint(UUID itemID)
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@ -495,7 +507,7 @@ namespace OpenSim.Framework
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}
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}
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public void DetachAttachment(UUID itemID)
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public bool DetachAttachment(UUID itemID)
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{
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lock (m_attachments)
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{
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@ -510,10 +522,11 @@ namespace OpenSim.Framework
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// And remove the list if there are no more attachments here
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if (m_attachments[kvp.Key].Count == 0)
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m_attachments.Remove(kvp.Key);
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return;
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return true;
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}
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}
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}
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return false;
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}
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public void ClearAttachments()
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@ -76,7 +76,7 @@ namespace OpenSim.Framework.Console
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System.Console.WriteLine(text);
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}
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public virtual void OutputFormat(string format, params string[] components)
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public virtual void OutputFormat(string format, params object[] components)
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{
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Output(string.Format(format, components));
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}
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@ -133,8 +133,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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+ ", AttachmentPoint: " + AttachmentPt);
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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catch (Exception e)
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@ -346,8 +344,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (m_scene.InventoryService != null)
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item = m_scene.InventoryService.GetItem(item);
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if (presence.Appearance != null)
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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return att.UUID;
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@ -397,9 +396,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (m_scene.InventoryService == null)
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m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
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item = m_scene.InventoryService.GetItem(item);
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
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if (m_scene.AvatarFactory != null)
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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@ -419,11 +417,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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presence.Appearance.DetachAttachment(itemID);
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// Save avatar attachment information
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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if (m_scene.AvatarFactory != null)
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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@ -448,9 +446,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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return;
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presence.Appearance.DetachAttachment(itemID);
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if (m_scene.AvatarFactory != null)
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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part.ParentGroup.DetachToGround();
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@ -217,7 +217,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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QueueAppearanceSave(client.AgentId);
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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}
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@ -64,7 +64,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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#endregion
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private readonly Scene m_scene;
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private readonly LandManagementModule m_landManagementModule;
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private readonly LandManagementModule m_landManagementModule;
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public LandChannel(Scene scene, LandManagementModule landManagementMod)
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{
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@ -30,6 +30,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Reflection;
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using System.Text;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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@ -37,19 +38,22 @@ using OpenMetaverse.StructuredData;
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using OpenMetaverse.Messages.Linden;
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using OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Services.Interfaces;
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using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using Caps=OpenSim.Framework.Capabilities.Caps;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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// used for caching
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internal class ExtendedLandData {
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internal class ExtendedLandData
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{
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public LandData LandData;
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public ulong RegionHandle;
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public uint X, Y;
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@ -65,6 +69,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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private LandChannel landChannel;
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private Scene m_scene;
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protected Commander m_commander = new Commander("land");
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protected IUserManagement m_userManager;
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// Minimum for parcels to work is 64m even if we don't actually use them.
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#pragma warning disable 0429
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@ -135,19 +142,27 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_scene.EventManager.OnRequestParcelPrimCountUpdate += EventManagerOnRequestParcelPrimCountUpdate;
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m_scene.EventManager.OnParcelPrimCountTainted += EventManagerOnParcelPrimCountTainted;
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m_scene.EventManager.OnRegisterCaps += EventManagerOnRegisterCaps;
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m_scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;
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lock (m_scene)
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{
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m_scene.LandChannel = (ILandChannel)landChannel;
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}
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InstallInterfaces();
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}
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public void RegionLoaded(Scene scene)
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{
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m_userManager = m_scene.RequestModuleInterface<IUserManagement>();
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}
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public void RemoveRegion(Scene scene)
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{
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{
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// TODO: Also release other event manager listeners here
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m_scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
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m_scene.UnregisterModuleCommander(m_commander.Name);
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}
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// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
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@ -156,6 +171,29 @@ namespace OpenSim.Region.CoreModules.World.Land
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// reason = "You are not allowed to enter this sim.";
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// return nearestParcel != null;
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// }
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/// <summary>
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/// Processes commandline input. Do not call directly.
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/// </summary>
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/// <param name="args">Commandline arguments</param>
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protected void EventManagerOnPluginConsole(string[] args)
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{
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if (args[0] == "land")
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{
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if (args.Length == 1)
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{
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m_commander.ProcessConsoleCommand("help", new string[0]);
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return;
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}
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string[] tmpArgs = new string[args.Length - 2];
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int i;
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for (i = 2; i < args.Length; i++)
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tmpArgs[i - 2] = args[i];
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m_commander.ProcessConsoleCommand(args[1], tmpArgs);
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}
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}
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void EventManagerOnNewClient(IClientAPI client)
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{
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|
@ -217,11 +255,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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|
@ -231,11 +264,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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get { return "LandManagementModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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#region Parcel Add/Remove/Get/Create
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|
@ -1932,5 +1960,44 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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protected void InstallInterfaces()
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{
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Command showCommand =
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new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowParcelsCommand, "Shows all parcels on the current region.");
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|
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m_commander.RegisterCommand("show", showCommand);
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|
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// Add this to our scene so scripts can call these functions
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m_scene.RegisterModuleCommander(m_commander);
|
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}
|
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|
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protected void ShowParcelsCommand(Object[] args)
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{
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StringBuilder report = new StringBuilder();
|
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|
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report.AppendFormat("Land information for {0}\n", m_scene.RegionInfo.RegionName);
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report.AppendFormat(
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"{0,-20} {1,-9} {2,-18} {3,-18} {4,-20}\n",
|
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"Parcel Name",
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"Area",
|
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"Starts",
|
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"Ends",
|
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"Owner");
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|
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lock (m_landList)
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{
|
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foreach (ILandObject lo in m_landList.Values)
|
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{
|
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LandData ld = lo.LandData;
|
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|
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report.AppendFormat(
|
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"{0,-20} {1,-9} {2,-18} {3,-18} {4,-20}\n",
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ld.Name, ld.Area, lo.StartPoint, lo.EndPoint, m_userManager.GetUserName(ld.OwnerID));
|
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}
|
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}
|
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|
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MainConsole.Instance.Output(report.ToString());
|
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}
|
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}
|
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}
|
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|
|
|
@ -77,7 +77,43 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
{
|
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get { return m_scene.RegionInfo.RegionID; }
|
||||
}
|
||||
|
||||
|
||||
public Vector3 StartPoint
|
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{
|
||||
get
|
||||
{
|
||||
for (int y = 0; y < landArrayMax; y++)
|
||||
{
|
||||
for (int x = 0; x < landArrayMax; x++)
|
||||
{
|
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if (LandBitmap[x, y])
|
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return new Vector3(x * 4, y * 4, 0);
|
||||
}
|
||||
}
|
||||
|
||||
return new Vector3(-1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EndPoint
|
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{
|
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get
|
||||
{
|
||||
for (int y = landArrayMax - 1; y >= 0; y--)
|
||||
{
|
||||
for (int x = landArrayMax - 1; x >= 0; x--)
|
||||
{
|
||||
if (LandBitmap[x, y])
|
||||
{
|
||||
return new Vector3(x * 4, y * 4, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return new Vector3(-1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
||||
#region Constructors
|
||||
|
||||
public LandObject(UUID owner_id, bool is_group_owned, Scene scene)
|
||||
|
@ -96,7 +132,7 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
#region Member Functions
|
||||
|
||||
#region General Functions
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Checks to see if this land object contains a point
|
||||
/// </summary>
|
||||
|
|
|
@ -43,7 +43,21 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
LandData LandData { get; set; }
|
||||
bool[,] LandBitmap { get; set; }
|
||||
UUID RegionUUID { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The start point for the land object. This is the western-most point as one scans land working from
|
||||
/// north to south.
|
||||
/// </summary>
|
||||
Vector3 StartPoint { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The end point for the land object. This is the eastern-most point as one scans land working from
|
||||
/// south to north.
|
||||
/// </summary>
|
||||
Vector3 EndPoint { get; }
|
||||
|
||||
bool ContainsPoint(int x, int y);
|
||||
|
||||
ILandObject Copy();
|
||||
|
||||
void SendLandUpdateToAvatarsOverMe();
|
||||
|
|
|
@ -516,12 +516,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
get { return m_sceneGraph.Entities; }
|
||||
}
|
||||
|
||||
public Dictionary<UUID, ScenePresence> m_restorePresences
|
||||
{
|
||||
get { return m_sceneGraph.RestorePresences; }
|
||||
set { m_sceneGraph.RestorePresences = value; }
|
||||
}
|
||||
|
||||
#endregion Properties
|
||||
|
||||
#region Constructors
|
||||
|
@ -2584,56 +2578,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
|
||||
|
||||
CheckHeartbeat();
|
||||
ScenePresence presence;
|
||||
|
||||
if (m_restorePresences.ContainsKey(client.AgentId))
|
||||
if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
|
||||
{
|
||||
m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
|
||||
m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
|
||||
|
||||
m_clientManager.Add(client);
|
||||
SubscribeToClientEvents(client);
|
||||
|
||||
presence = m_restorePresences[client.AgentId];
|
||||
m_restorePresences.Remove(client.AgentId);
|
||||
ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance);
|
||||
m_eventManager.TriggerOnNewPresence(sp);
|
||||
|
||||
// This is one of two paths to create avatars that are
|
||||
// used. This tends to get called more in standalone
|
||||
// than grid, not really sure why, but as such needs
|
||||
// an explicity appearance lookup here.
|
||||
AvatarAppearance appearance = null;
|
||||
GetAvatarAppearance(client, out appearance);
|
||||
presence.Appearance = appearance;
|
||||
|
||||
presence.initializeScenePresence(client, RegionInfo, this);
|
||||
|
||||
m_sceneGraph.AddScenePresence(presence);
|
||||
|
||||
lock (m_restorePresences)
|
||||
// HERE!!! Do the initial attachments right here
|
||||
// first agent upon login is a root agent by design.
|
||||
// All other AddNewClient calls find aCircuit.child to be true
|
||||
if (aCircuit.child == false)
|
||||
{
|
||||
Monitor.PulseAll(m_restorePresences);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
|
||||
{
|
||||
m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
|
||||
|
||||
m_clientManager.Add(client);
|
||||
SubscribeToClientEvents(client);
|
||||
|
||||
ScenePresence sp = CreateAndAddScenePresence(client);
|
||||
if (aCircuit != null)
|
||||
sp.Appearance = aCircuit.Appearance;
|
||||
|
||||
// HERE!!! Do the initial attachments right here
|
||||
// first agent upon login is a root agent by design.
|
||||
// All other AddNewClient calls find aCircuit.child to be true
|
||||
if (aCircuit == null || (aCircuit != null && aCircuit.child == false))
|
||||
{
|
||||
sp.IsChildAgent = false;
|
||||
Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
|
||||
}
|
||||
sp.IsChildAgent = false;
|
||||
Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3109,25 +3071,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a child agent scene presence and add it to this scene.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <returns></returns>
|
||||
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
|
||||
{
|
||||
CheckHeartbeat();
|
||||
AvatarAppearance appearance = null;
|
||||
GetAvatarAppearance(client, out appearance);
|
||||
|
||||
ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
|
||||
//avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
|
||||
|
||||
m_eventManager.TriggerOnNewPresence(avatar);
|
||||
|
||||
return avatar;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the avatar apperance for the given client.
|
||||
/// </summary>
|
||||
|
|
|
@ -82,7 +82,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
|
||||
|
||||
protected internal EntityManager Entities = new EntityManager();
|
||||
protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
|
||||
|
||||
protected RegionInfo m_regInfo;
|
||||
protected Scene m_parentScene;
|
||||
|
@ -629,8 +628,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
ScenePresence newAvatar = null;
|
||||
|
||||
// ScenePresence always defaults to child agent
|
||||
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
|
||||
newAvatar.IsChildAgent = true;
|
||||
|
||||
AddScenePresence(newAvatar);
|
||||
|
||||
|
@ -643,6 +642,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="presence"></param>
|
||||
protected internal void AddScenePresence(ScenePresence presence)
|
||||
{
|
||||
// Always a child when added to the scene
|
||||
bool child = presence.IsChildAgent;
|
||||
|
||||
if (child)
|
||||
|
|
Loading…
Reference in New Issue